Well, thank you! That's a very kind comment!
Jesse Millar
Creator of
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"The night is not a friend to those who cannot sleep." Truer words were never spoken.
I agonized over the first decision of whether to trick or trade. Sorrow is quite the nemesis.
The way "Hazel could see a ladder hidden inside" was written to look like a ladder was terribly clever.
As a big fan of Alice in Wonderland, this game tickled my fancy. What a story! Great job! The art style really fits the tale. I do wish there was an obvious way to tell if I'd seen all the options/endings though. I worry I missed something!
Again, absolutely beautiful art. The music and sound effects worked together to create a very ethereal atmosphere. The subtle animation was engaging and haunting. Loved the concept of playing as the spirit guide. I enjoyed being "disobedient." The mirror scene with the mother's portrait was quite spooky. I need to know what happens next!
Absolutely gorgeous art and a very intriguing experience. The key and the detail on it really drew my attention for reasons I can't quite explain. I almost felt guilty breaking the machine with my curiosity! That is, until the spooky image appeared to chastise me!
I do wish the game auto-played in my browser though. I read the description text entirely before clicking "play" and it removed a bit of the wonder as the same text was presented to me again by the game.
Well executed! I liked the concept and the sprite art was cute. I'm a sucker for penguins. Good choice of music and it's impressive the sound effects don't interrupt the background track. Overall good puzzle design. I had a few "aha" moments, especially on level 10. Level 12 was great. The reward screen after level 8 was my favorite. I do wish the art style of the reward images was a bit more consistent. I'm assuming that's a result of the use of AI generation. Also, level 4 seemed harder than it should have been. Maybe would fit better later in the order. Great job on the whole!
Love this shader! You can actually use a NoiseTexture as the "Flow Map" too instead of downloading a random normal map from the internet. In the "Shader Param" section, hit the dropdown next to "Flow Map" and select "New NoiseTexture". Check "Seamless" and "As Normal Map" and set "Bump Strength" to a high value (I use 32). For "Noise" hit the dropdown and select "New OpenSimplexNoise." Then you can tweak the look with the "Strength", "Speed", and "Frames" options at the top of "Shader Param."
Very informative reply. Thank you!
To be clear, does "making files available" mean simply uploading files to a game? So if I want a page that's solely for a devlog (and not accidentally launching my game prematurely into https://itch.io/games), I would create a game page and not upload any files at all?
https://jessemillar.itch.io/crates
Pablo is a penguin. A penguin who likes cars. And stealing. Stealing cars. He uses these stolen cars to transport certain types of goods wanted by certain types of people to certain places that the police, ahem, cops, may or may not necessarily approve of.
You wanna work for Pablo? You gotta prove yourself. Strap in, hit that gas pedal, and get delivering!
Crates is an Arduboy game that lets you live our greatest car crime fantasies on the go! It even has a full game manual complete with an original short story! You can play the game in your browser, but the best experience is playing on a physical Arduboy console.
Enjoy and please leave feedback!
It seems like the initial release of a game is pretty important for views and front page consideration. Is there any way to post devlogs during the development of a game without releasing the game?
Perhaps I'm misunderstanding itch.io game pages. If I mark a game's page with a release status of "in development" does that put it in a different SEO category than games with a release status of "released"? Is the answer to my question just to publicize my game page as "in development" and then add devlogs and that won't impact the initial visibility once I mark the game as "released"?
Thank you, Malisa! I really appreciate your comments!
I agree that the streak system is slightly cryptic. As you mentioned, if you plant and harvest all your seeds in a day, your streak goes up. There are a couple sneaky ways the streak can die. If you accidentally plant two seeds on top of each other, you lose a seed and your streak ends. Also, if the marauder steals one of your bundles of wheat before you collect it, your streak ends.
Hope that makes sense. Thanks for playing!
Darkest Moon is an arcade-style game where the goal is to get the highest score possible before inevitably succumbing to the relentless progression of the game. The player controls a nameless farmer in the Dark Ages whose only goal in life is to plant and harvest wheat in order to survive and make it to the next day. An average play session lasts between five and fifteen minutes before the marauder becomes too fast and overtakes the player.
https://jessemillar.itch.io/darkest-moon
Since this is one of the first games I've finished and publicly shared, I would love some feedback on the game, graphic, and itch.io page designs! Be brutally honest. I want to learn from this so my upcoming games are that much better.